﻿
Shader "SongShaderDemo/PiontMoveDemo"
{
	Properties
	{
		_MainTex("Texture", 2D) = "white" {}
		_Color("color",Color) = (1,1,1,1)
		_Front("前后振幅",float) = 1  //幅度
		_Up("上下振幅",float) = 1  //幅度
		_Right("左右振幅",float) = 1  //幅度
		_H("旗尾高度",float) = 1  //幅度
		_W("旗尾宽度",float) = 1  //幅度
		_L("旗长",float) = 1  //幅度
		_S("风速",float) = 1//风速
	}
		SubShader
		{


			Pass
			{
				Cull Off
				CGPROGRAM
				#pragma vertex vert
				#pragma fragment frag

				#include "UnityCG.cginc"
				#include "Lighting.cginc "

				struct appdata
				{
					float4 vertex : POSITION;
					float2 uv : TEXCOORD0;
				};

				struct v2f
				{
					float2 uv : TEXCOORD0;
					float4 vertex : SV_POSITION;
				};

				float _Front;
				float _H;
				float _W;
				float _L;
				float _Up;
				float _S;
				float _Right;
				
				fixed4 _Color;
				v2f vert(appdata v)
				{
					v2f o;
				
					float vertexAll = (v.vertex.x + v.vertex.y + v.vertex.z)*0.333;
					float sinInfo= sin(_Time.y*_S + vertexAll)* v.uv.x;
					v.vertex.y += _Front * sinInfo;
					v.vertex.x += _Right * sinInfo;
					v.vertex.z += _Up * sinInfo;
					v.vertex.z += _H * v.uv.x+ _W * v.uv.x* v.uv.y;
					v.vertex.x += _L * v.uv.x;
			

					o.vertex = UnityObjectToClipPos(v.vertex);
					o.uv = v.uv;
					return o;
				}

				sampler2D _MainTex;

				fixed4 frag(v2f i) : SV_Target
				{
					
					fixed4 col = tex2D(_MainTex, i.uv)*_Color;

				return col;
			}
			ENDCG
		}
		}
}

